Hello,
I started using Obi, it's a great tool however I found difficulties when trying to set up Obi Rope.
Here's the first question that i wanted to ask.
- Is it possible to use Obi Rope to limit movement of game object?
I tried Chain example and from the editor tried to pull the object but it seems like it can't be tested like that. This is what I wanted to achieve, i wanted to test to tie a dog, so a dog will try to chase you but the dog movement will be limited to the rope that tied to the dog.
I saw it's possible when adding rigidbody, however it creates a big shakes on the gameobject, is it possible if it's IsKinematic Rigidbody?
When using IsKinematic, the rope just getting longer following where the dog goes.
Hi, i've been trying various techniques to get the best breast physics, and ive found that the softbody physics do a poor job at preserving volume, so i want to test out the baloon volume constraint on obi cloth for it. However i notice that skinned obi cloth does not include it
Is there any way that i can use regular obi cloth to drive a small section of a skinned mesh, in a similar way to attaching obi softbodies to a mesh?
Hi! Recently been using Obi Fluid for a project and it works great, thank you! The only issue I've run into is that it's invisible when I build for Mac, both with the fluid renderer and with rendering particles enabled. There are no issues having it show in the Windows build or in the editor (even in the Mac version!), so is there something dumb I'm missing to get it to show up in a Mac build? Unfortunately I don't have a Mac myself, so I've had to have a teammate test it with theirs (them building it doesn't change anything).
Just bought the plugin but it works only in Unity Editor
I tied to make a build for Android and PC and it gives me a bunch of errors out of the box!
How to make a build for Android with Obi SoftBody guys?
I'm new but already know some programming and unity things, and I suppose it should build out of the box, I even installed these Burst, Jobs and friends but it still gives me a lot of errors!
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Specs:
Win10 64 bit
Unity 2020.1.0f1 Personal
No extra packages and plugins
Everything is default
I try to compile Example scenes and my scene(put it in Build Settings)
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Here are some of Errors vvv
Code:
Unable to find player assembly: J:\UNITY\ObiSoftBodyTest\Temp\StagingArea\Data\Managed\UnityEngine.TestRunner.dll
UnityEngine.Debug:LogWarning(Object)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLsImpl(BuildReport) (at Library/PackageCache/com.unity.burst@1.3.9/Editor/BurstAotCompiler.cs:286)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs(BuildReport) (at Library/PackageCache/com.unity.burst@1.3.9/Editor/BurstAotCompiler.cs:163)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
Code:
Unable to find player assembly: J:\UNITY\ObiSoftBodyTest\Temp\StagingArea\Data\Managed\Unity.PerformanceTesting.dll
UnityEngine.Debug:LogWarning(Object)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLsImpl(BuildReport) (at Library/PackageCache/com.unity.burst@1.3.9/Editor/BurstAotCompiler.cs:286)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs(BuildReport) (at Library/PackageCache/com.unity.burst@1.3.9/Editor/BurstAotCompiler.cs:163)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
Shader error in 'Obi/URP/Simple Particles': failed to open source file: 'Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl' at Assets/Obi/Resources/ObiMaterials/URP/ObiLightingURP.cginc(4) (on d3d11)
Hey,
ye, it's me again but I'm desperately trying to get wind on my flag as shown in the Tutorial Video.
I did exactly the same but the wind just does not blow. I tried to randomly modify everything but no difference.
Maybe a hint: My flag wont move at all until I add some "Distance Contrains" in the Inspector. In the Video this wasn't neccessary for the flag to move.
I couldn't find a Video or Thread so I'm wondering if I am missing something very simple.
But after setting up the Blueprint and creating a Obi Cloth object and clicking play, the cloth just disappears (it's like it is falling in off itself very quickly).
I can only see the Unity marker that something is falling down (y-axis-gravity).
I can solve the disappearing when I uncheck "distance constraints" in the inspector but then gravity won't work anymore.
I tried different meshes and materials but always the same.
I'm struggling to figure this out, maybe you can help me.
I need a set of soft bodies to behave as a single entity, in terms of movements or how forces affect them, but each object should also have its own mesh and react to the environment following its individual rules.
For example, we can imagine these soft bodies being different links of a chain or, even better, cars of a train. Each one with its own shape and physical (soft body) properties, but conceptually linked, so if I pull from one end they all get affected, though not technically one big object (and not even really in touch for that matter).
See the beautiful diagram below for a graphical example.
Any ideas on how to approach this issue? I tried simple parenting structures and using fixed joints, but I don't think that's the way to go using Obi Softbody, or am I missing something here?
Thanks in advance! Let me know if you need more details, I don't want to overwhelm people with them at this point.
Hi, I tried to create a simple rope with hanging object. I works as expect on the test scene, but on my game scene its acting weirdly.
Obi Solver, Obi Rope, OniCollisionWorld are on prefab. On my test scene the prefab is already on the scene hierarchy, but on my main game scene the prefab is instantiated on runtime.